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APPENDIX A:  SHARED  CAMPAIGNS

             Coordinating a regular schedule of D&D game sessions,   In order to be s uccessful, a shared campaign needs
             to keep a campaign active and vibrant, can be a chal-  a champion-someone who takes on the responsibil-
             lenge. If the campaign's only Dungeon Master or enough   ity of organizing and maintaining the group. U you're
             players aren't available, the next session might have to   interested in learning more about how to run a shared
             be postponed, and repeated problems of this sort can   campaign and seeing how the Adventurers League
             endanger the continuation of the campaign.           handles certa in issues, then the rest of this appendix is
              In short: in a world filled with distractions, it can be   meant for you.
             hard to keep a campaign going. Enter the concept of the
             shared campaign.                                     DESIGNING ADVENTURES
              In a shared campaign, more than one member of the
                                                                  Designing adventures for a shared campaign involves a
             group can take on the role of DM. A s hared campaign is
             episodic rather than continuous, with each play session   different set of considerations than designing for a stan-
                                                                 dard group of players. Most important, the adventure
             comprising a complete adventure.
                                                                  must be timed to conclude when the session is sched-
              The largest shared campaigns are administered by
             the D&D Adventurers League and overseen by Wizards   uled to end. You also need to balance combat encounters
                                                                 for a range of levels, since a wide range of characters
             of the Coast. You can also create your own shared cam-
                                                                 might be experiencing the adventure at the same time.
             pa ign for a school D&D club, at a game store, a libra ry,
             or anywhere else where D&D players and DMs gather.
                                                                 ADVENTURE DURATION
              A shared campaign establishes a framework that al-
             lows a player to take a character from one DM's game   Every adventure in a shared campaign begins and ends
             to another one within the shared campaign. It creates a   in the same play session. (If a group of participants
            situation where almost nothing can prevent a scheduled   wants to take longer to finish and all are wiJling to do
            session from happening. The roster of potential players   so, they can exceed the time limit.) A session or an event
            can be qu.ite large, virtually ensuring that any session   can't end with the adventure unfinished, since there's no
            has at least the minimum number of characters needed   way to guarantee that the same players and DM will  be
            to play. If everyone shows up to play at the same time,   available for the next session.
            multiple DMs ens ure that everyone can take part.      Typically, adventures in a shared campaign are de-
                                                                 signed to take either 2 hours or 4 hours. In each hour of
                                                                 play, assume the characters can complete the following:
              CODE OF CO N DUCT
              Time and time again, the core rulebooks come back to   •  Three or four simple combat encounters, or one or
              the point that the most important goal of a D&D play ses-  two complex ones
              sion is for everyone involved to have fun. In keeping with   •  Three or four scenes involving significant exploration
              that goal, it's a good idea for a shared campaign to have   or social interaction
              a code of conduct. Because people who don't normally
              play together might end up at the same table in  a shared   Within these constraints, it can be difficult to create
              campaign, it can be helpful to establish some ground rules   open-ended adventures. A time limit assumes a specific
              for behavior.                                      starting point and endpoint. A good way to get around
                On the broadest level, everyone in a shared campaign   this restriction is to create an adventure with multiple
              is  responsible for making sure that everyone else has an   possible endings.
              enjoyable time. If anyone feels offended, belittled, or bul-
                                                                   Location-based adventures also work well with this
              lied by the actions of another person, the entire purpose of   format. A dungeon presents a natural limit on character
              getting together to play is defeated.
                The basic code of conduct for a shared campaign might   options, while strn giving the players choices. The ad-
                                                                 venture could be a quest to defeat a creature or recover
              be modeled on a similar document that another organiza-
              tion or location uses. Beyond that, some special policies   an item, but the path to achieving that goal can be differ-
              might need to be added to account for what might happen   ent for each group.
              at the table when players and DMs interact. As a starting   For more narrative adventures, try to focus on simple
              point, consider the following material, which  is excerpted   but flexible encounters or events. For instance, an ad-
              from the Adventurers League code of conduct.       venture requires the characters to protect a high priest
              During a play session, participants are expected to ...   of Tyr from assassins. Give the players a chance to plan
                                                                 out how they want to protect the temple, complete with
              •  Follow the DM's lead and refrain from arguing with the
                DM  or other players over rules.                 authority over the guards. A few well-fleshed out NPCs,
                                                                 some of whom might be suspected of working with the
              •  L et other players speak, and allow other players to get
               attention from the OM.                            temple's enemies, add a layer of tension. Consider leav-
              •  Avoid excessive conversation that is not relevant to the   ing some details or plot points for the DM to decide. For
               adventure.                                        example, the DM might have the option to pick which
              •  Discourage others from usi ng social media to bully,   member of the temple guards is the traitor, ensuring
               shame, or intimidate other participants.          that the scenario is different for each group.
              •  Make the DM  or the campaign's administrators aware
               of disruptive or aggressive behavior so that appropriate
               action can be taken.


            APPENDIX A  f SHARED CAMPAIGNS
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